``# python代码学习之——外星人入侵
自学 图灵的《python编程从入门到实践》——实践练习记录
该游戏属于简单的2D游戏,玩家控制一艘最初出现在屏幕底部中央的飞船(向左或向右),与此同时控制空格键来射击天空中出现的一群外星人,它们会持续左右和向下移动,玩家的任务是射杀这些外星人。当屏幕中的外星人全都消失后会出现一群速度更快的外星人群,只要外星人撞到飞船或者抵达屏幕底部,就会损失一个飞船,直至飞船用完,游戏结束。
主要运用pygame包绘制屏幕相关显示,主程序alien_invasion.py应为简洁调用方法的集合,打包里的参数设置是最后一次调试用的参数(这个涉及面很小,仅供学习)
exe文件 demo
https://pan.baidu.com/s/12xu91WiI_Q3B6beRBSzNEA 提取码:j50z
我只生成执行文件所以用的是 -F ,
(env35) D:\workspace\python\AlienInvasion> pyinstaller -F alien_invasion.py alien.py bullet.py button.py game_functions.py game_stats.p
y scoreboard.py settings.py ship.py -i D:\workspace\python\AlienInvasion\images\alien.ico -w
images 需要拷贝和exe同级目录下 !!! 子弹和按钮两个文件里pygame.font.SysFont(‘arial’, 48) ‘arial’(自选) 不要填None 因为可能会出现界面没法看;emmm 还有就是图标要ico 格式,差不多这样 没啥特别注意的地方 pyinstaller 大点的工程得高阶打包参考spec 配置打包方式
spec详细
注:high_score.txt 文件初始可无,若无最高分默认0
链接: link.
按照目录顺序粘贴
alien.py
//
import pygame
from pygame.sprite import Sprite
class Alien(Sprite):
"""表示单个外星人的类"""
def __init__(self, ai_settings, screen):
"""初始化外星人并设置其起始位置"""
super(Alien, self).__init__()
self.ai_settings = ai_settings
self.screen = screen
# 加载外星人图像,并设置其rect属性
self.image = pygame.image.load('images/alien.bmp')
self.rect = self.image.get_rect()
# 每个外星人最初都在屏幕左上角附近
self.rect.x = self.rect.width
self.rect.y = self.rect.height
# 存储外星人的准确位置
self.x = float(self.rect.x)
def blitme(self):
"""在指定位置绘制外星人"""
self.screen.blit(self.image, self.rect)
def check_edges(self):
"""如果外星人在屏幕边缘,就返回true"""
screen_rect = self.screen.get_rect()
if self.rect.right >= screen_rect.right:
return True
elif self.rect.left <= 0:
return True
def update(self):
"""向左或右移动外星人"""
self.x += (self.ai_settings.alien_speed_factor *
self.ai_settings.fleet_direction)
self.rect.x = self.x
alien_invasion.py
// import pygame
from pygame.sprite import Sprite
class Alien(Sprite):
"""表示单个外星人的类"""
def __init__(self, ai_settings, screen):
"""初始化外星人并设置其起始位置"""
super(Alien, self).__init__()
self.ai_settings = ai_settings
self.screen = screen
# 加载外星人图像,并设置其rect属性
self.image = pygame.image.load('images/alien.bmp')
self.rect = self.image.get_rect()
# 每个外星人最初都在屏幕左上角附近
self.rect.x = self.rect.width
self.rect.y = self.rect.height
# 存储外星人的准确位置
self.x = float(self.rect.x)
def blitme(self):
"""在指定位置绘制外星人"""
self.screen.blit(self.image, self.rect)
def check_edges(self):
"""如果外星人在屏幕边缘,就返回true"""
screen_rect = self.screen.get_rect()
if self.rect.right >= screen_rect.right:
return True
elif self.rect.left <= 0:
return True
def update(self):
"""向左或右移动外星人"""
self.x += (self.ai_settings.alien_speed_factor *
self.ai_settings.fleet_direction)
self.rect.x = self.x
bullet.py
//
import pygame
from pygame.sprite import Sprite
class Bullet(Sprite):
"""一个对飞船发射的子弹进行管理的类"""
def __init__(self, ai_settings, screen, ship):
super(Bullet, self).__init__()
self.screen = screen
# 在(0,0)处创建一个表示子弹的矩形,再设置正确的位置
self.rect = pygame.Rect(0, 0, ai_settings.bullet_width,
ai_settings.bullet_height)
self.rect.centerx = ship.rect.centerx
self.rect.top = ship.rect.top
# 存储用小数表示的位置
self.y = float(self.rect.y)
self.color = ai_settings.bullet_color
self.speed_factor = ai_settings.bullet_speed_factor
def update(self):
"""向上移动子弹"""
# 更新表示子弹的小数值
self.y -= self.speed_factor
self.rect.y = self.y
def draw_bullet(self):
"""在屏幕上绘制子弹"""
pygame.draw.rect(self.screen, self.color, self.rect)
game_functions.py
//
import sys
from time import sleep
import pygame
from AlienInvasion.bullet import Bullet
from AlienInvasion.alien import Alien
def check_keydown_events(event, ai_settings, screen, ship, bullets):
"""响应按下"""
if event.key == pygame.K_RIGHT:
ship.moving_right = True
elif event.key == pygame.K_LEFT:
ship.moving_left = True
elif event.key == pygame.K_SPACE:
fire_bullet(ai_settings, screen, ship, bullets)
elif event.key == pygame.K_q:
sys.exit()
def fire_bullet(ai_settings, screen, ship, bullets):
"""如果还没有达到限制,就发射一颗子弹"""
# 创建一颗新子弹,并将其加入到编组bullets中
if len(bullets) < ai_settings.bullets_allowed:
new_bullet = Bullet(ai_settings, screen, ship)
bullets.add(new_bullet)
def check_keyup_events(event, ship):
"""响应松开"""
if event.key == pygame.K_RIGHT:
ship.moving_right = False
if event.key == pygame.K_LEFT:
ship.moving_left = False
def check_events(ai_settings, screen, stats, sb, play_button, ship, aliens,
bullets):
"""响应键盘和鼠标事件"""
for event in pygame.event.get():
if event.type == pygame.QUIT:
sys.exit()
elif event.type == pygame.KEYDOWN:
check_keydown_events(event, ai_settings, screen, ship, bullets)
elif event.type == pygame.KEYUP:
check_keyup_events(event, ship)
elif event.type == pygame.MOUSEBUTTONDOWN:
mouse_x, mouse_y = pygame.mouse.get_pos()
check_play_button(ai_settings, screen, stats, sb, play_button,
ship, aliens, bullets, mouse_x, mouse_y)
def check_play_button(ai_settings, screen, stats, sb, play_button, ship,
aliens, bullets, mouse_x, mouse_y):
button_clicked = play_button.rect.collidepoint(mouse_x, mouse_y)
"""在玩家点击Play后开始新游戏"""
if button_clicked and not stats.game_active:
# 重置游戏设置
ai_settings.initialize_dynamic_settings()
# 隐藏光标
pygame.mouse.set_visible(False)
# 重置游戏统计信息
stats.reset_stats()
stats.game_active = True
# 重置记分牌图像
sb.perp_score()
sb.perp_high_score()
sb.perp_level()
sb.perp_ships()
# 清空外星人列表和子弹列表
aliens.empty()
bullets.empty()
# 创建一群外星人,并将飞船放置屏幕底部中央
create_fleet(ai_settings, screen, ship, aliens)
ship.center_ship()
def update_screen(ai_settings, screen, stats, sb, ship, aliens, bullets,
play_button):
"""更新屏幕上的图像,并切换到新屏幕"""
# 每次循环都重绘屏幕
screen.fill(ai_settings.bg_color)
ship.blitme()
aliens.draw(screen)
# 在飞船和外星人后面重绘所有子弹
for bullet in bullets:
bullet.draw_bullet()
# 显示得分
sb.show_score()
# 如果游戏处于非活动状态,就绘制Play按钮
if not stats.game_active:
play_button.draw_button()
# 让最近绘制的屏幕可见
pygame.display.flip()
def update_bullets(ai_settings, screen, stats, sb, ship, aliens, bullets):
"""更新子弹位置并删除已消失子弹"""
# 更新子弹位置
bullets.update()
# 删除已消失的子弹
for bullet in bullets.copy():
if bullet.rect.bottom <= 0:
bullets.remove(bullet)
print(len(bullets))
check_bullet_alien_collisions(ai_settings, screen, stats, sb, ship,
aliens, bullets)
def check_bullet_alien_collisions(ai_settings, screen, stats, sb, ship,
aliens, bullets):
"""响应子弹和外星人的碰撞"""
# 删除相应的子弹和外星人
collisions = pygame.sprite.groupcollide(bullets, aliens, True, True)
if collisions:
for aliens in collisions.values():
stats.score += ai_settings.alien_points
sb.perp_score()
check_high_score(stats, sb)
if len(aliens) == 0:
# 删除现有子弹,加快游戏节奏,并创建一群新的外星人
bullets.empty()
ai_settings.increase_speed()
create_fleet(ai_settings, screen, ship, aliens)
# 提高等级
stats.level += 1
sb.perp_level()
def get_number_alien_x(ai_settings, alien_width):
"""计算每行可容纳多少个外星人"""
# 外星人间距为外星人宽度
available_space_x = ai_settings.screen_width - (2 * alien_width)
number_alien_x = int(available_space_x / (2 * alien_width))
return number_alien_x
def get_number_rows(ai_settings, ship_height, alien_height):
"""计算屏幕可容纳多少行外星人"""
available_space_y = (ai_settings.screen_height
- ship_height - (3 * alien_height))
number_rows = int(available_space_y / (2 * alien_height))
return number_rows
def create_alien(ai_settings, screen, aliens, alien_number, number_rows):
"""创建一个外星人并将其放在第一行"""
alien = Alien(ai_settings, screen)
alien_width = alien.rect.width
alien.x = alien_width + (2 * alien_width * alien_number)
alien.rect.x = alien.x
alien.rect.y = (1 + 2 * number_rows) * alien.rect.height
aliens.add(alien)
def create_fleet(ai_settings, screen, ship, aliens):
"""创建外星人群"""
# 创建一个外星人 并计算一行可容纳多少个外星人
alien = Alien(ai_settings, screen)
number_alien_x = get_number_alien_x(ai_settings, alien.rect.width)
number_rows = get_number_rows(ai_settings, ship.rect.height,
alien.rect.height)
# 创建第一行外星人
for row_number in range(number_rows):
for alien_number in range(number_alien_x):
create_alien(ai_settings, screen, aliens, alien_number,
row_number)
def check_fleet_edges(ai_settings, aliens):
"""有外星人到达边缘时采取相应措施"""
for alien in aliens.sprites():
if alien.check_edges():
change_fleet_direction(ai_settings, aliens)
break
def change_fleet_direction(ai_settings, aliens):
"""将整群外星人向下移,并改动它们的方向"""
for alien in aliens.sprites():
alien.rect.y += ai_settings.fleet_drop_speed
ai_settings.fleet_direction *= -1
def ship_hit(ai_settings, screen, stats, sb, ship, aliens, bullets):
"""响应被外星人撞到的飞船"""
if stats.ships_left > 0:
# 将减ship_left 减1
stats.ships_left -= 1
# 更新记分牌
sb.perp_ships()
# 清空外星人列表和子弹列表
aliens.empty()
bullets.empty()
# 创建一群外星人,并将飞船放置屏幕底部中央
create_fleet(ai_settings, screen, ship, aliens)
ship.center_ship()
else:
stats.game_active = False
pygame.mouse.set_visible(True)
# 暂停
sleep(0.5)
def check_aliens_bottom(ai_settings, stats, screen, ship, aliens, bullets):
"""检测是否有外星人到达屏幕底端"""
screen_rect = screen.get_rect()
for alien in aliens.sprites():
if alien.rect.bottom >= screen_rect.bottom:
# 像飞船被撞到一样处理
ship_hit(ai_settings, screen, stats, sb, ship, aliens, bullets)
def update_aliens(ai_settings, screen, stats, sb, ship, aliens, bullets):
"""检查是否有外星人位于屏幕边缘,并更新所有外星人的位置"""
check_fleet_edges(ai_settings, aliens)
aliens.update()
# 检测外星人和飞船之间的碰撞
if pygame.sprite.spritecollideany(ship, aliens):
ship_hit(ai_settings, screen, stats, sb, ship, aliens, bullets)
# 检测是否有外星人到达屏幕底端
check_aliens_bottom(ai_settings, stats, screen, ship, aliens, bullets)
def check_high_score(stats, sb):
"""见检查是否产生了新的最高得分"""
if stats.score > stats.high_score:
stats.high_score = stats.score
# 存储最高分在txt文件
with open(stats.ai_settings.filename, 'w') as f:
f.write(str(stats.high_score))
sb.perp_high_score()
game_stats.py
//
class GameStats():
"""跟踪游戏的统计信息"""
def __init__(self, ai_settings):
"""初始化统计信息"""
self.ai_settings = ai_settings
self.reset_stats()
# 设置游戏刚启动时处于非活动状态
self.game_active = False
# 在任何情况下都不应重置最高得分
try:
with open(self.ai_settings.filename) as f:
self.high_score = int(f.read())
except FileNotFoundError:
self.high_score = 0
def reset_stats(self):
"""初始化在游戏运行期间可能变化的统计信息"""
self.ships_left = self.ai_settings.ship_limit
self.score = 0
self.level = 1
scoreboard.py
//
import pygame.font
from pygame.sprite import Group
from AlienInvasion.ship import Ship
class ScoreBoard():
"""显示得分信息的类"""
def __init__(self, ai_settings, screen, stats):
"""初始化得分涉及的属性"""
self.ai_settings = ai_settings
self.screen = screen
self.screen_rect = screen.get_rect()
self.stats = stats
# 显示得分信息时使用的字体属性
self.text_color = (255, 255, 255)
self.font = pygame.font.SysFont(None, 32)
# 准备包含最高得分和当前得分图像
self.perp_score()
self.perp_high_score()
self.perp_level()
self.perp_ships()
def perp_ships(self):
"""显示还余下多少飞船"""
self.ships = Group()
for ship_number in range(self.stats.ships_left):
ship = Ship(self.ai_settings, self.screen)
ship.rect.x = self.ai_settings.screen_width - ship.rect.width
ship.rect.y = self.ai_settings.screen_height - ship.rect.height - (
ship_number * ship.rect.height)
self.ships.add(ship)
def perp_level(self):
"""将等级转换为渲染的图像"""
str_level = "Level: " + str(self.stats.level)
self.level_image = self.font.render(str_level, True, self.text_color,
self.ai_settings.bg_color)
# 将得分放在屏幕左上角, 距边缘间隔20
self.level_rect = self.level_image.get_rect()
self.level_rect.left = self.screen_rect.left + 20
self.level_rect.top = 20
def perp_score(self):
"""将得分转换成一幅被渲染的图像"""
rounded_score = int(round(self.stats.score, -1))
score_str = "Score: " + "{:,}".format(rounded_score)
self.score_image = self.font.render(score_str, True, self.text_color,
self.ai_settings.bg_color)
# 将得分放在屏幕右上角, 距边缘间隔20
self.score_rect = self.score_image.get_rect()
self.score_rect.right = self.screen_rect.right - 20
self.score_rect.top = 20
def perp_high_score(self):
"""将得分转换成一幅被渲染的图像"""
rounded_high_score = int(round(self.stats.high_score, -1))
high_score_str = "Top: " + "{:,}".format(rounded_high_score)
self.high_score_image = self.font.render(high_score_str, True,
self.text_color,
self.ai_settings.bg_color)
# 将得分放在屏幕右上角, 距边缘间隔20
self.high_score_rect = self.high_score_image.get_rect()
self.high_score_rect.centerx = self.screen_rect.centerx
self.high_score_rect.top = 20
def show_score(self):
"""显示得分"""
self.screen.blit(self.score_image, self.score_rect)
self.screen.blit(self.high_score_image, self.high_score_rect)
self.screen.blit(self.level_image, self.level_rect)
self.ships.draw(self.screen)
settings.py
//
class Settings():
"""存储《外星人入侵》的所有设置的类"""
def __init__(self):
"""初始化游戏的静态设置"""
# 屏幕设置
self.screen_width = 1000
self.screen_height = 600
self.bg_color = (0, 0, 0)
# 飞船的设置
self.ship_limit = 3
# 子弹设置
self.bullet_width = 5
self.bullet_height = 15
self.bullet_color = 200, 200, 200
self.bullets_allowed = 20
# 外星人设置
self.fleet_drop_speed = 8
# 以什么样的速度加快游戏节奏
self.speedup_scale = 1.1
# 外星人点数提高的速度
self.score_scale = 1.5
# 记分
self.alien_points = 50
self.filename = 'high_score.txt'
self.initialize_dynamic_settings()
def initialize_dynamic_settings(self):
"""初始化由游戏进行而改变的设置"""
self.ship_speed_factor = 1.5
self.bullet_speed_factor = 3
self.alien_speed_factor = 1
# fleet_direction为1表示向右移动 -1表示向左移动
self.fleet_direction = 1
def increase_speed(self):
"""提高速度设置和外星人点数"""
self.ship_speed_factor *= self.speedup_scale
self.bullet_speed_factor *= self.speedup_scale
self.alien_speed_factor *= self.speedup_scale
self.alien_points = int(self.alien_points * self.score_scale)
print(self.alien_points)
ship.py
//
import pygame
from pygame.sprite import Sprite
class Ship(Sprite):
def __init__(self, ai_settings, screen):
"""初始化飞船并设置其初始位置"""
super(Ship, self).__init__()
self.screen = screen
self.ai_settings = ai_settings
# 加载飞船图像并获取其外接矩形
self.image = pygame.image.load('images/ship.bmp')
self.rect = self.image.get_rect()
self.screen_rect = screen.get_rect()
# 将每艘新飞船放在屏幕底部中央
self.rect.centerx = self.screen_rect.centerx
self.rect.bottom = self.screen_rect.bottom
# 在飞船的属性center中存储小数值
self.center = float(self.rect.centerx)
# 移动标志
self.moving_right = False
self.moving_left = False
def update(self):
"""根据移动标志来调整飞船位置"""
if self.moving_right and self.rect.right < self.screen_rect.right:
self.center += self.ai_settings.ship_speed_factor
if self.moving_left and self.rect.left > 0:
self.center -= self.ai_settings.ship_speed_factor
# 根据self.center更新rect对象
self.rect.centerx = self.center
def blitme(self):
"""在指定位置绘制飞船"""
self.screen.blit(self.image, self.rect)
def center_ship(self):
"""让飞船在屏幕上居中"""
self.center = self.screen_rect.centerx
附:
pygame使用及介绍